The Deep Gnome Rescue
Here is your populated dungeon template, including its text-based map:
[Area 1 (Mine Entrance Outpost)] --- [Area 2 (Main Ore Processing)] --- [Area 3 (Collapsed Section)]
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[Area 4 (Guard Barracks)] [Area 5 (Storage Cavern)]
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[Area 6 (Ventilation Shaft Access)] --- [Area 7 (Slave Pits / Objective)]
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[Area 8 (Deep Crystal Vein)] [Area 9 (Foreman's Office)]
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[Area 10 (Underground Stream)] ------ [Area 11 (Excavation Site)]
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[Area 12 (Hidden Escape Tunnel / Rendezvous)]
--- Area 1 (Mine Entrance Outpost) --- Description: The main entry point into the Morequendi mine, a fortified cavern bustling with activity. Guards patrol diligently, and mining equipment is stored haphazardly near the entrance. The air is cool and dusty. Exits/Connections: To Area 2 (East), To Area 4 (South). Features: A crude wooden gate with a small guard post.
--- Area 2 (Main Ore Processing) --- Description: A large, echoing cavern filled with the clatter and grind of ore processing machinery. Morequendi overseers bark orders at laborers (likely slaves) as raw ore is sorted and crushed. The air is thick with dust and the smell of various minerals. Exits/Connections: To Area 1 (West), To Area 3 (North), To Area 5 (South). Creatures: It has creatures (type: Morequendi).
--- Area 3 (Collapsed Section) --- Description: A rough, unstable tunnel where a partial collapse has occurred. Rubble piles high, and temporary wooden shoring barely holds the ceiling aloft. Faint, disturbing whispers seem to emanate from the debris. Exits/Connections: To Area 2 (South). Trap: It contains a trap (type: unstable rockfall). Disturbing the shoring or stepping on certain loose rocks will trigger a localized collapse. Perception DC 14 to spot the loose supports. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Area 4 (Guard Barracks) --- Description: This chamber serves as the living quarters for a contingent of Morequendi guards. Crude bunks, weapon racks, and discarded rations are scattered about. The air is stale and smells faintly of unwashed bodies and cheap spirits. Exits/Connections: To Area 1 (North), To Area 6 (South). Creatures: It has creatures (type: Morequendi).
--- Area 5 (Storage Cavern) --- Description: A large, damp cavern filled with stacked crates, barrels, and mining tools. The air here is colder than other areas, and a faint echo indicates its size. Some of the crates appear to hold valuable supplies. Exits/Connections: To Area 2 (North), To Area 7 (South). Secret Passages/Areas: A cleverly disguised crevice behind a large stack of empty barrels (Perception DC 16 to find) leads to a small, hidden alcove used by Morequendi for quick, illicit meetings.
--- Area 6 (Ventilation Shaft Access) --- Description: This chamber features a large, grinding ventilation fan, pulling stale air from deeper within the mine. The hum of the machinery is loud, and faint air currents can be felt. A narrow, precarious ladder leads up into a shaft. Exits/Connections: To Area 4 (North), To Area 7 (East), To Area 8 (South). Trap: It contains a trap (type: noxious gas vent). A hidden pressure plate near the ladder triggers a burst of knockout gas from a concealed vent. Perception DC 15 to spot the faint hissing and pressure plate. Potential Damage: Non-damaging, causes unconsciousness for 1d4 rounds/T1, 2d4 rounds/T2, 3d4 rounds/T3, 4d4 rounds/T4.
--- Area 7 (Slave Pits / Objective) --- Description: A grim, cavernous area where numerous makeshift cages and pens are set up, housing various enslaved races forced to work the mines. The air is thick with despair, the sounds of distant toil, and the faint cries of children. This is where the Deep Gnome children are held. Exits/Connections: To Area 5 (North), To Area 6 (West), To Area 9 (South). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area Objective: The primary objective is to discreetly facilitate the escape of the Gnome children held within these slave pits. They are likely confined in one of the cages or working under guard.
--- Area 8 (Deep Crystal Vein) --- Description: This natural cavern is filled with shimmering, unharvested crystal formations embedded in the walls. The air is unusually still and cool, and the crystals give off a faint, otherworldly glow. Exits/Connections: To Area 6 (North), To Area 9 (East), To Area 10 (South). Creatures: It has creatures (type: Morequendi).
--- Area 9 (Foreman's Office) --- Description: A small, crude office carved into the rock, furnished with a rough desk and chair. Maps of the mine are tacked to the wall, alongside various ledgers and reports detailing slave quotas and ore yields. Exits/Connections: To Area 7 (North), To Area 8 (West), To Area 11 (South). Secret Passages/Areas: A heavy, rusted lever concealed behind a loose wall panel (Perception DC 17 to find) operates a hidden, noisy stone door leading to a rarely used escape tunnel (connected to Area 12).
--- Area 10 (Underground Stream) --- Description: A natural, subterranean stream flows through this wide chamber, its waters clear and cold. The sound of running water echoes softly, and the air feels fresh. Smooth, water-worn stones line the banks. Exits/Connections: To Area 8 (North), To Area 11 (East), To Area 12 (South). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 11 (Excavation Site) --- Description: A new, active excavation site where Morequendi are aggressively mining a promising vein of ore. The air is filled with the rhythmic clang of picks and shovels, and the shouts of overseers. Dangerously unstable rock formations abound. Exits/Connections: To Area 9 (North), To Area 10 (West). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 12 (Hidden Escape Tunnel / Rendezvous) --- Description: A cramped, rarely used tunnel, its walls rough and unworked. The air here is damp and smells strongly of earth. This tunnel opens discreetly to a pre-arranged rendezvous point outside the main mine, where the Gnome resistance leader awaits. Exits/Connections: To Area 10 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: BOSS FIGHT! Objective: The objective is to safely guide the rescued Gnome children to this hidden escape tunnel for their rendezvous with the gnome resistance leader, avoiding detection by Morequendi guards and Zilvyn's owner. This area is the final point of their escape.